DC Universe Online is to change to a Free-to-Play model this October. Previously, DCUO had a subscription model that resulted in between $10-$15 a month fees. In addition, there was a Lifetime subscription model that cost $200.

Free
New players will now have access to the current gameplay in DC Universe Online (including Gotham City, Metropolis, and all current raids and alerts), with the ability to create two characters, join a league and many other benefits. Free level players will be able to purchase downloadable game packs/updates, additional character slots, powers and more through microtransactions.

Premium
Any player who has spent at least $5 (including former paid subscribers and new players who have purchased $5 of in-game items) will qualify for the Premium access level. Premium level players will have more benefits available to them than the Free level player, including additional character slots, additional inventory slots, and higher cash limits. Downloadable adventure packs, additional character slots, and more can be purchased in-game.

Legendary
Maximum features and benefits are included at this level. Loaded with enhanced additional features, Legendary access will be available for a $14.99 monthly fee and includes all DLC packs at no cost, more than 15 character slots, more than 80 inventory slots, the ability to form unrestricted-sized leagues, and many other benefits.

An editorial by President of SOE John Smedley reveals a variety of reasons for the change in business model. Among them was the fact that 40% of the cancelled EverQuest II subscriptions were because people couldn’t afford to keep paying them. Additionally, Smedley believes that console gamers are not used to subscription fees, and this creates a barrier in reaching their PS3-based console market.

It is important to note that those who have purchased a lifetime subscription plan will receive Legendary tier benefits permanently. Additionally, SOE has promised not to break the game via the microtransaction items. The items in the shop will not include any overly powerful items, and the experience potions will not be available right away.

Analysis: There’s a major push in the MMO industry to move to Free-to-Play, and this is a side effect of that. Additionally, subscription MMOs are gradually losing subscribers, but Smedley stated this was not the reason for DCUO’s move to F2P:

In terms of “Is it a result in a drop in subs” – absolutely not. This is the right business model. If I can be honest, the game ended up costing a lot more than we thought it would, and this was our preferred business model from day one.

This industry push is not convincing everyone, however. Star Wars: The Old Republic is going with the sub model, and EA expects 2 million users to subscribe to it. In the end, however, I think Smedley is right and F2P is going to become the primary model. I’ve personally played many games with the F2P model and have had great experiences.

About Joshua Moore

Joshua has been a gamer for a long time, starting back with the NES as a child. Since then his interests branched from game systems to general electronics; an avid fan of technology and computers, Joshua graduated with honors from the University of South Florida and now holds a degree in Electrical Engineering. His favorite games include Valkyrie Profile, BlazBlue, Left 4 Dead 2, and Ocarina of Time. Additionally, he attends various BlazBlue tournaments and tries to pick up other anime or air-dasher fighters whenever possible.

http://www.diehardgamefan.com Ashe

I prefer free to play over the pay model. If I play it and like it I’ll kick some cash the developer’s way and it only cost me some hard drive space and bandwidth. If it’s junk and I hate it, it still only cost me hard drive space for awhile and bandwidth.

gamingbus

How many of these F2Ps are fun, though? I just see a bunch of games that are like Zynga’s: where you have to pay, and pay, and pay, just to keep up with the Joneses.

http://www.facebook.com/Jyosua Joshua Moore

Many. I can name a shitload of F2P games I’ve played that I did genuinely have fun with. Mabinogi and Atlantica Online come to mind, but there are others.

Ashe5k

I prefer free to play over the pay model. If I play it and like it I’ll kick some cash the developer’s way and it only cost me some hard drive space and bandwidth. If it’s junk and I hate it, it still only cost me hard drive space for awhile and bandwidth.

Anonymous

How many of these F2Ps are fun, though? I just see a bunch of games that are like Zynga’s: where you have to pay, and pay, and pay, just to keep up with the Joneses.

http://www.facebook.com/Jyosua Joshua Moore

Many. I can name a shitload of F2P games I’ve played that I did genuinely have fun with. Mabinogi and Atlantica Online come to mind, but there are others.

Brandon Mietzner

I did not like the Beta as much as I thought I would. I am glad they are moving to a FTP model though, because I didn’t want to commit to the game with so many bugs close to release, it will be nice to see how far they have come.

Brandon Mietzner

I did not like the Beta as much as I thought I would. I am glad they are moving to a FTP model though, because I didn’t want to commit to the game with so many bugs close to release, it will be nice to see how far they have come.

Helen

I can’t say this really surprises me. Years ago, MMOs could get away with charging subscription fees no matter how threadbare they are. These days, no matter how good your P2P MMO may be, there are enough allegedly free-to-play (you can PLAY for free, but if you want to WIN, pay up) games out there eating up the paying gamer’s share that going on a P2P model seems futile unless your game happens to be World of Warcraft.

I’m cautiously optimistic about this change; it really depends on how the game is managed. In my experience however, most F2P games exist just to make money from a constantly updated item mall, often at the cost of updating or fixing the game itself…

(If you’ve ever played anything published by Aeria, which I might add has TWO online games which come from popular offline series – Shin Megami Tensei: Imagine and Dynasty Warriors Online -, this point is particularly obvious to the point where it’s borderline offensive. While I understand Aeria can only do as much as the original developers of these two games allow them to as localisers, when you’re encouraged to buy stuff in the item mall every week (new stuff and new “deals” each week, no less!) while the game itself languishes? Yeaaaaaaaah.)

http://www.facebook.com/Jyosua Joshua Moore

I played Imagine. It had like, barebones content. I heard it hasn’t really improved… it’s a shame since I love the SMT franchise.

Helen

I can’t say this really surprises me. Years ago, MMOs could get away with charging subscription fees no matter how threadbare they are. These days, no matter how good your P2P MMO may be, there are enough allegedly free-to-play (you can PLAY for free, but if you want to WIN, pay up) games out there eating up the paying gamer’s share that going on a P2P model seems futile unless your game happens to be World of Warcraft.

I’m cautiously optimistic about this change; it really depends on how the game is managed. In my experience however, most F2P games exist just to make money from a constantly updated item mall, often at the cost of updating or fixing the game itself…

(If you’ve ever played anything published by Aeria, which I might add has TWO online games which come from popular offline series – Shin Megami Tensei: Imagine and Dynasty Warriors Online -, this point is particularly obvious to the point where it’s borderline offensive. While I understand Aeria can only do as much as the original developers of these two games allow them to as localisers, when you’re encouraged to buy stuff in the item mall every week (new stuff and new “deals” each week, no less!) while the game itself languishes? Yeaaaaaaaah.)

http://www.facebook.com/Jyosua Joshua Moore

I played Imagine. It had like, barebones content. I heard it hasn’t really improved… it’s a shame since I love the SMT franchise.